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The King Of Fighters XII Official Thread

Sales talk thats badass.

Ok, Tekno,Jim,Duckroll its cool if i make a new thread just to talk about KOFXII gameplay ? Like combos,match ups and such?
 
Fersis said:
Sales talk that badass.

Ok, Tekno,Jim,Duckroll its cool if i make a new thread just to talk about KOFXII gameplay ? Like combos,match ups and such?
Robert Garcia is a beast in this version.

Duo Lon is like the spanish inquisition - no one ever expects that df.lk

Fireball, huh?

.....surprise!!!!
 
Kintaro said:
Well, we know that nobody is playing it in Japan. Newest Arcadia has a combo video on 2002 UM. Why not XII? It's the newer hotness right? Actually neither game showed up in their top ten this month...



XII or 2002 UM couldn't crack this list but 3rd Strike could? Wild.

As for NPD? Well, we'll have to wait a few months for numbers. But seriously, just how well do super niche fighters that lack features with laggy online, a metacritic rating of 58 (PS3) and 62 (360) and no marketing and bad word of mouth do in the NPDs?

And a few more months and we will likely see SFIV fall off while SFIII remains.
 
Fersis said:
Sales talk that badass.

Ok, Tekno,Jim,Duckroll its cool if i make a new thread just to talk about KOFXII gameplay ? Like combos,match ups and such?

So you're looking for a thread never gets bumped?

This is a king of fighter's thread, people are going to talk about *everything*. If you're looking for some huge strategy based thread on KOF at these boards, ya good luck son.
 
Ferrio said:
So you're looking for a thread never gets bumped?

This is a king of fighter's thread, people are going to talk about *everything*. If you're looking for some huge strategy based thread on KOF at these boards, ya good luck son.
;____;
 
Kintaro said:
Well, we know that nobody is playing it in Japan. Newest Arcadia has a combo video on 2002 UM. Why not XII? It's the newer hotness right? Actually neither game showed up in their top ten this month...



XII or 2002 UM couldn't crack this list but 3rd Strike could? Wild.

As for NPD? Well, we'll have to wait a few months for numbers. But seriously, just how well do super niche fighters that lack features with laggy online, a metacritic rating of 58 (PS3) and 62 (360) and no marketing and bad word of mouth do in the NPDs?

Didn't know Blazblue was this big in japan. Has Tekken ever lost the number one spot? :lol
 
Fersis said:
Sales talk thats badass.

Ok, Tekno,Jim,Duckroll its cool if i make a new thread just to talk about KOFXII gameplay ? Like combos,match ups and such?

Just give it a week or two. The game just came out and there has not been a lot of talk for it over at the Shoryuken threads even for the JPN release. Although, the sad thing is, if the trend of negative impressions continue, you probably won't get too much discussion no matter how many threads are made.
 
Xater said:
Didn't know Blazblue was this big in japan. Has Tekken ever lost the number one spot? :lol


Now that I think of it, no. Tekken's always been on that #1 spot.


But anyway, combos! That would be nice to discuss. I don't give a fuck if you think the game bombed or sales or whatever. Let's talk some game! I just don't know where to begin......



.....Robert rules!
 
Well, during CC you have to try to get as many Special Moves in as possible, the damage level is slightly higher than non-CC state I think. Spamming regular attacks may look pretty and easy, but the damage scale is there to prevent higher damage outputs.
 
Okay, well...here are some tiers from Arcadia from Oichi's site again. (Versus City)

King of Fighters XII
This tier list was put together by Gaakun with the help of Kameten. I have no idea who they are and of what standing they have in the KOF community, but hopefully someone can help me out here.

S Rank: Kyo, Iori
A Rank: Terry, Andy, Joe, Shen Woo, Kensui, Ralf, Kim, Ryo
B Rank: Robert, Ash, Chin, Raiden, Daimon
C Rank: Benimaru, Duo-lon, Leona, Athena
D Rank: Clark

Jump off from there I guess. It doesn't surprise me to see the FF team as strong. All three characters feel complete with a wealth of moves. Of course, since the game is still new here, who knows how these things will rearrange themselves.
 
Kintaro said:
Okay, well...here are some tiers from Arcadia from Oichi's site again. (Versus City)



Jump off from there I guess. It doesn't surprise me to see the FF team as strong. All three characters feel complete with a wealth of moves. Of course, since the game is still new here, who knows how these things will rearrange themselves.
My life mission will be to move up Clark from the bottom of the tier list.

SUPER ARGENTINA BACKBRAKER!
 
Hrm. I think I'm gonna pick up on Ryo and replace Ash for now. Same with Athena for Kyo. So I'll have Robert, Ryo and Kyo and my team. Iori I'm not too comfortable playing yet but I'll widdle him in at some point.
 
Apparently Iori is supposed to have the best short range game of the whole cast and you can combo into his super from his command grab. Gotta start using him. Wonder where Elizabeth would be placed...
 
Shadow780 said:
My rank is simple:

Girls - S tier

Dudes - pfft
:lol

I remember some guy at EVO said that he only played BB female characters or something like that and GAF raged hard.

bob_arctor said:
Apparently Iori is supposed to have the best short range game of the whole cast and you can combo into his super from his command grab. Gotta start using him. Wonder where Elizabeth would be placed...
Im my heart.

CcrooK said:
That was the guy who won the tourny! :lol
Yeah. He dominated.
 
bob_arctor said:
Apparently Iori is supposed to have the best short range game of the whole cast and you can combo into his super from his command grab. Gotta start using him. Wonder where Elizabeth would be placed...

Yes he can, I was already a victim of it.:lol

Iori is a beast in this game.
 
BattleMonkey said:
And a few more months and we will likely see SFIV fall off while SFIII remains.

A SFIV update is coming soon. Besides the SFIII and SFIV crowd tend to hate the other game and think it's mindless. It's rare to see someone liking both.

2k2UM didn't get an arcade port until after the console version- which probably hurt it. 98UM was a modest success in the arcades- though it died off after SBO.

SBO is also an influence on those rankings, except for Deathsmiles.

Besides, the Japanese don't have a taste for good games as much as they do combos and lolis these days. You could make Mortal Kombat, replace the chars with lolis, add in a huge combo counter, and the Japanese would lap it up.
 
OH SNAP!
My importer got the game!!!!
TOMORROW IT WILL BE MINE!!!
*Ric Flair Wooooooooooooooooooooooooooooooooooooo!!!!*

Best Weekend ever confirmed.
 
I just got it myself, and I don't quite agree with the rankings. I think Athena is a particularly strong character in this version. Some people probably freaked out from her lack of teleports, but she doesn't really need them. Her speed, combos, air abilities, and attack reflector make her pretty tough, maybe B class. Nowhere near Kyo domination though.
 
shaolin242 said:
ok just got this. backgrounds are great but the game is over so quickly and DAMN its easy. i noticed a few balancing issues as well..does anyone think Kyo is now way too easy to use well? i usually use Ryo, Robert and Joe, but now joe is dumped in favour of Kyo.

which soft filter does everyone use to make it look the best? (HD 1080P TV)

i just dont think it has the longevity of the others...MVC2 is just so much more interesting right now...

havent tried online but the lack of depth is apparent...and 5 stages and no bosses...no endings...cmon...

Actually, it's funny you mention dumping Joe for Kyo. They both have fantastic low-combo game. Joe's crouching B Combo:

c.B - c.B- stand.B - fwd.B - Tiger kick

Is probably even more aggressive than Kyo's Comparable:

c.B - c.B- stand.B - downfoward.D

Both characters can make jumping an absolute nightmare, and have very strong pressure games. Kyo's super is probably much easier to land thanks to very nice invincibility when used right. Joe has a harder time comboing into his, thanks to slow start time, and no obvious invincibility.

I don't find either one really imbalanced, just ridiculously annoying to fight! They don't have to work as hard as, say, Clark. (-_-; ) But if you use the b+CD correctly, and really check their range with the proper Cs and Ds, their great strengths can also become their great weaknesses (since weak pokes are VERY succeptable to CCs.) Of course, that really shapes the battle into "how well can you counter your crazy opponent" and "What do you do AFTER those counters?" and if you're not good at those parts... well, you just found a new area to practice at!

(Or you just pick Goro, since he can absorb pokes while doing his hcf+C throw. THAT throws off some combo rhythm!)

Aaron said:
I just got it myself, and I don't quite agree with the rankings. I think Athena is a particularly strong character in this version. Some people probably freaked out from her lack of teleports, but she doesn't really need them. Her speed, combos, air abilities, and attack reflector make her pretty tough, maybe B class. Nowhere near Kyo domination though.

The biggest problem I have with Athena is her MASSIVELY SLOW RECOVERY off Psycho Sword. It's cute and very well animated, but it makes the move feel very risky. That leaves Psycho Ball and Phoenix Arrow, which both are still KINDA risky. I do enjoy how her CD Attack doesn't knock away as strongly as other characters, though, because it increases her combo options at midscreen, than if she was to knock them back like Clark.
 
I agree with the Robert love. I still play Art of Fighting 2 regularly because he's so frickin' badass in that game. Adjusting the vest after the Zanretsukyaku is just icing on the cake.

Kyo is definitely top tier. I got totally pwned by him online last night. You'd think after fifteen years of Kyo beating my ass down that I'd have him figured out by now, but nooooOOOoooo.
 
Shadow780 said:
Why is there no combo talk yet? Is this still KOF?:lol

What do you mean? Don't you see the great bitch-whine-cry combo posted on every page?

Fersis said:
OH SNAP!
My importer got the game!!!!
TOMORROW IT WILL BE MINE!!!
*Ric Flair Wooooooooooooooooooooooooooooooooooooo!!!!*

Best Weekend ever confirmed.

Oh fuck! Seems that I'll be the last guy.

Congrats Fersis!
 
22 Character is still a lot, especially when everything is redrawn with a new graphical engine. If they used the same sprites again from the past then you would have a huge point.

22 characters in a KOF game is not a lot of characters, many fan favorites were omitted and many of the characters in the game are shoto like... which leaves little variety which is why a game like blazblue is alot deeper.

Attacking the way menus look is dumb, not even gonna go there anymore.

Well... you should. these companies need to justify a 59.99 purchase and a lack of presentation isn't helping. It's half assed and does not provide the gamer with a better overall experience. It's wierd because the SNK of the past put more effort into things like this... it's not that hard to make a decent menu that explains what you're doing in there.

No story in 98 and 2002 and everyone goes gaga for these games.

same with Capcom Vs. SNK 2... but all those dream matches had one thing in common. their arcade mode wasn't a time trial mode and they both all had bosses in the end.

How about 1080p, then we could of gotten KOF12 in 8 years and not 4.

they should concern themselves with creating sprites for standard HD first before they go out of their way for Full HD.

Special moves missing is mainly due to balance with this new fighting engine

they could have added moves to replace them... that would be more in tune with this new fighting engine... instead they just remove them and leave the characters feeling unfinished.

Online is bad, no fight from me with this. Hopefully the next patch is gold.

Can't recommend a game with broken online play.

Lack if modes is bad for the casual gamer, SNKP should of understood this. However, for a fighting game nothing is more important than Vs, practice and Online modes.

those are core... but the practice mode is bare and the online is broken.

SNKP outsourced it to a chinese company to port those 2 games. Which gives you really bad netcode and untranslated menus. It wasnt SNKP that did it themselves. The fighting engine is excellent in KOF12, probably the best of this year. Its too bad that they couldnt get it right out the door. This is what happens when you dont have a large bank like bigger companies in the gaming industry in this day and age. Ignition has been working on this title for 4 years without any income and SNKP had to release this title to recoup its overhead. Hopefully the game does well and the netcode gets a huge update it making it worth it in the end.

sucks for them. SNKP should have worked on this game more to make it fully fleshed out... and they didn't.. why pay them for it? it's like hiring a carpenter to make a 5 bedroom house for you and he only makes 2 and 2/3rds... saying "he ran out of materials" and he needed to pay his collectors or he'll go out of business.

screw em is my motto.

As for the Mai comments, she fucking sucks. She has never been a great characters, you guys and your love for big tits on gaming characters is sick. Go get a real girl or hit the internet for what it was invented for, porn. Give me Vanessa over Mai any day!

personal preference and mai is a staple in the series like chun li for street fighter... for a rebirth title... the lack of "women's team" is wierd.
 
Fersis said:
My life mission will be to move up Clark from the bottom of the tier list.

SUPER ARGENTINA BACKBRAKER!
Command throws nerfed in general, range on SAB isn't far. So-so normals. The only really new tools are airthrow and command hop which are only good near corner. Random command hop gets punched in the face. Damage is weak compared to real grapplers Goro/Raiden who have crazy range/priority/autoguard.
I guess you could look for counterhits then command hop onto combo.
 
GrayFoxPL said:
Oh fuck! Seems that I'll be the last guy.

Congrats Fersis!
Dood i will not open the game until you got your copy.
Im lying and you know it ;)
 
arstal said:
Besides, the Japanese don't have a taste for good games as much as they do combos and lolis these days. You could make Mortal Kombat, replace the chars with lolis, add in a huge combo counter, and the Japanese would lap it up.
Sounds more like an attack on Arcana Hearts and probably uninformed as the Japanese players tend to keep playing games that have interesting mechanics and aren't so macho about the looks or female cast. The devs obviously made it so otakus would also play it.

One of the more popular US games feature 3on3 dudes in spandex with super long combos and assists as well.
 
anotheriori said:
Command throws nerfed in general, range on SAB isn't far. So-so normals. The only really new tools are airthrow and command hop which are only good near corner. Random command hop gets punched in the face. Damage is weak compared to real grapplers Goro/Raiden who have crazy range/priority/autoguard.
I guess you could look for counterhits then command hop onto combo.

Yeah, Clark pretty much is a "Fish for counter hits" character. He has large amount of blowback on his CD and Gattling Punch, though, which are good for trying to push people into a corner.

If you DO get them there, know that if you gattling punch a person into the air, you can then quickly jump and Airthrow them. Which is actually pretty sweet.

If you counterhit with his crouch C, Hop in, and if you're deep enough, stand.D/C can be followed by the jet upper (df.A) before you do the SAB. Problem with the upper is that it only combos well if you're very close, otherwise, it misses alot.

cr.B-stand.A-SAB also combos. \

Hop is good for jumping under those who jump towards you. It's a great time to go for that cr.C counterhit!

If Clark had a better followup to all his blowbacks at mid-screen distance, and a command normal with some range, that made up for the lack of range for SAB by sucking people into it, I think he'd feel a lot better. I have to admit that his Hop feels like a revision of his old dash throws more than when I first saw him, but he does feel underpowered compared to the might of Goro or Raiden.

I think it'd be sweet if he got some moves derived from his hop.
 
SAB CA said:
Yeah, Clark pretty much is a "Fish for counter hits" character. He has large amount of blowback on his CD and Gattling Punch, though, which are good for trying to push people into a corner.

If you DO get them there, know that if you gattling punch a person into the air, you can then quickly jump and Airthrow them. Which is actually pretty sweet.

If you counterhit with his crouch C, Hop in, and if you're deep enough, stand.D/C can be followed by the jet upper (df.A) before you do the SAB. Problem with the upper is that it only combos well if you're very close, otherwise, it misses alot.

cr.B-stand.A-SAB also combos. \

Hop is good for jumping under those who jump towards you. It's a great time to go for that cr.C counterhit!

If Clark had a better followup to all his blowbacks at mid-screen distance, and a command normal with some range, that made up for the lack of range for SAB by sucking people into it, I think he'd feel a lot better. I have to admit that his Hop feels like a revision of his old dash throws more than when I first saw him, but he does feel underpowered compared to the might of Goro or Raiden.

I think it'd be sweet if he got some moves derived from his hop.
Does he have his Stomp ? Forward + LK

GrayFoxPL said:
I wanted to say: "I love you", but then I've read the spoiler...

GALACTICA PHANTOM!!!!!!!!!!!
Sorry man. Its KOF.
 
Fersis said:
Does he have his Stomp ? Forward + LK

Oh how I wish he did. It would be the perfect "Why does SAB have crappy range?!? Because of STOMPING!" solution, but no, no, no stomping -_-;

Though I think they might have Called his hop a stomp... which is strange.
 
arstal said:
A SFIV update is coming soon. Besides the SFIII and SFIV crowd tend to hate the other game and think it's mindless. It's rare to see someone liking both.

2k2UM didn't get an arcade port until after the console version- which probably hurt it. 98UM was a modest success in the arcades- though it died off after SBO.

SBO is also an influence on those rankings, except for Deathsmiles.

Besides, the Japanese don't have a taste for good games as much as they do combos and lolis these days. You could make Mortal Kombat, replace the chars with lolis, add in a huge combo counter, and the Japanese would lap it up.

When was the last time any KOF game was in the top 10? I can't even remember.
 
KOF '95 - KOF '99 are on sale on the HK PSN store.

They are the Japanese Ver, but I don't think that really matters for a fighting game.
 
Been trying for 40 minutes ...not one damn online game played >=(

Seems like NO ONE in Europe even bought this ...then again, I guess it isn't out here so only importers would have it.

I'm fucked =*(
 
By the way guys i havent forgot the contest. :lol
Looks like we got some prizes :)
 
KingJ2002 said:
22 characters in a KOF game is not a lot of characters, many fan favorites were omitted and many of the characters in the game are shoto like... which leaves little variety which is why a game like blazblue is alot deeper.

22 Character is a lot of characters for a new series. BB only has 12 and SF4 has just 4 more characters in its roster. Shoto like? So far I only count 3 out of 22 character that are shoto like. What game are you talking about? Cant be KOF12 thats for sure.


Well... you should. these companies need to justify a 59.99 purchase and a lack of presentation isn't helping. It's half assed and does not provide the gamer with a better overall experience. It's wierd because the SNK of the past put more effort into things like this... it's not that hard to make a decent menu that explains what you're doing in there.

I buy a game for gameplay, not pretty menus.

same with Capcom Vs. SNK 2... but all those dream matches had one thing in common. their arcade mode wasn't a time trial mode and they both all had bosses in the end.

Playing vs the CPU is just that, playing the CPU.

they should concern themselves with creating sprites for standard HD first before they go out of their way for Full HD.

Then next time you fund Ignition.

they could have added moves to replace them... that would be more in tune with this new fighting engine... instead they just remove them and leave the characters feeling unfinished.

Thats cause KOF12 doesnt play or have the same gameplay features as other KOF games behind it. You always have to take into consideration these features when moving 1 character to a different fighting engine. Thus why you play multiple Capcom fighting games and a lot of the characters play different. Example, Guile CvS2 to Guile SF4.

Can't recommend a game with broken online play.

I couldnt either with BB untill it got patched.

those are core... but the practice mode is bare and the online is broken.

I really want to know how Practice mode is bare bones. Please break it down for me.

sucks for them. SNKP should have worked on this game more to make it fully fleshed out... and they didn't.. why pay them for it? it's like hiring a carpenter to make a 5 bedroom house for you and he only makes 2 and 2/3rds... saying "he ran out of materials" and he needed to pay his collectors or he'll go out of business.

screw em is my motto.

It doesnt suck for them, it sucks for us. We are the ones that love the KOF series and its too bad that the netcode didnt come out as good as it should of out the box. Hopefully, this can be ironed out with the next patch cause gameplay wise they exceeded what they were trying to accomplish.

personal preference and mai is a staple in the series like chun li for street fighter... for a rebirth title... the lack of "women's team" is wierd.

Fair enough, but Im talking about the extremist that wouldnt buy the game cause of the omission of one character. Its dumb.

Now for the important question that you seem to avoid. Why is CC so broken?
 
is the full move list in a pdf on the official site or anything anywhere, like with blazblue? its a bit annoying not having it in the manual or the practice page!

otherwise pleasantly surprised by how good this looks, i think with some patches it could be great. when it zooms out so that everything gets AA it looks wonderful
 
panda21 said:
is the full move list in a pdf on the official site or anything anywhere, like with blazblue? its a bit annoying not having it in the manual or the practice page!

otherwise pleasantly surprised by how good this looks, i think with some patches it could be great. when it zooms out so that everything gets AA it looks wonderful

It's on the practice page, you have to click R1.
 
panda21 said:
is the full move list in a pdf on the official site or anything anywhere, like with blazblue? its a bit annoying not having it in the manual or the practice page!

otherwise pleasantly surprised by how good this looks, i think with some patches it could be great. when it zooms out so that everything gets AA it looks wonderful
Press RB on the menu of practice mode. move list is on the second page.
 
panda21 said:
is the full move list in a pdf on the official site or anything anywhere, like with blazblue? its a bit annoying not having it in the manual or the practice page!

otherwise pleasantly surprised by how good this looks, i think with some patches it could be great. when it zooms out so that everything gets AA it looks wonderful
Tomorrow ill get the game (Luckily) and ill update the OP with the moveset.
Please be patient. Thanks!
 
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